Invokers are practitioners of an ancient and dangerous form of magic refered to
hereout as Invocation, though different cultures have different terms and conceptualizations
of it. Invokers call upon mystical power from extradimensional entities named in
ancient tomes, bound to esoteric contracts by their true names. Invocation is risky,
but also potentially very powerful.

In the modern era of the Here There Be Monsters setting Invokers are generally classified
as Sorcerers due to the extradimensional nature of their abilities, its instability,
and the tendency for failed Invocations to go horribly wrong. However, that being
said, Invokers are not (necessarily) dealing with infernal or daemonic forces, or
necromantic magics, and are generally considered to be less bad than those who do.
If an Invoker is careful and maybe a little lucky, or avoids first world nations
that enforce the Accords strongly, they can avoid Sanctioning.

Invokers have a relatively simple but potentially very powerful tradition of magic,
with abilities broken down into the following two categories:

Innate abilities: Like other Magi, Invokers internalize
some of their magic, becoming altered and more capable over time due to their exposure
to Supernatural forces, particularly extradimensional forces.

RESTRICTIONS

In a Here There Be Monsters campaign, Invokers have the following restrictions:

An Invoker cannot have more dice of Invocation than their (KS: Nomen Lore - 10);
thus an Invoker with KS: Nomen Lore 13- can have up to Invocation 3d6.

Invokers must have a Knowledge Skill called Nomen Lore. In addition to providing
information regarding the theory of true names, recognizing true names, and the
traditions, capabilities, and notable history related to Invocation (which even
non-Invokers can take the skill for), it also limits the number of dice of the Invocation
Power they can have. This is a Knowledge Skill, thus standard pricing options apply,
the Scholar enhancer reduces it's cost, and so forth.

3/1
2/1

KS: Nomen Lore: This skill provides information regarding the theory of true
names, recognizing true names, as well as the traditions, capabilities, and notable
history related to Invocation.

Nomen Lore Dweomer

A person that has unlocked their Mystic Pool, has at least 1d6 of Invocation, and
also has a KS: Nomen Lore skill of at least 13- invests the use of even normal names
with a little bit of Mystical moxie.

Such a Mystic can always use KS: Nomen Lore as a complementary roll for any Interaction
Skill resolutions if they know the name of the other party
and "invoke" the name as part of their Interaction. The more commonly a name is
used the less "power" it has over the person, so first names in common usage are
rarely effective, but a seldomly used first name (William for a person that universally
goes by "Billy"), a privileged nickname or familiar name known only to a few people,
or the classic First + Middle + Last name combination should all work.

A successful KS: Nomen Lore skill roll grants a +1 bonus, and each level of success
adds an additional +1 to an applicable Interaction Skill resolution.

EXAMPLE: if an Invoker attempting to Charm another person used KS: Nomen
Lore as a complementary skill and made their roll by 4,
they would gain a +5 bonus to the subsequent
Charm skill roll.

Invokers sometimes have or develop subtle abilities stemming from their intimate
contact with magical forces, or favor granted them by one or more of the powerful
entities they call upon. Such abilities are purchased in the Invoker's Mystic Pool.
A couple of very common Innate abilities are provided below.

Innate Ability: Supernatural Awareness

Many Invokers take the Supernatural Awareness Talent or an equivalent ability built
up directly using the Detect Power with different modifiers and adders.

Innate Ability: Longevity

Some Invokers take the Life Support (Longevity) ability to represent extended life
spans. GM permission is required.

Innate Ability: Unreliable Favor

Some Invokers attract the continued favor of one or more entities they regularly
call upon; though such support is unreliable.

Invokers may have an Invocation Endurance Reserve in their Mystic Pool to pay the
Endurance costs of any abilities they Invoke if they wish. However, a limitation
is imposed upon the total number of Character Points an Invoker can spend on their
Invocation Endurance Pool as given below. Character Points within the limit can
be spent on either Recovery or Endurance.

EXAMPLE: Piper Smith has 125 total Character Points; thus she could spend
(125/25) = 5 Character Points on a Mystic Endurance Reserve. This could be allocated
as 40 END / 1 REC or 10 END / 4 REC or any combination in between with a total Real
Cost of 5 or less points.

EXAMPLE: Piper Smith has 125 total Character Points; thus she could spend
(125/10) = 13 Character Points on a Mystic Endurance Reserve. This could be allocated
as any combination of Recovery and Reserve with a total Real Cost of 13 or less
points.

Distinctive Features: Magi

An Invoker should take the following Distinctive Feature Complication. Other Supernaturals
can detect the Invoker from a fair distance, regardless of intervening mundane structures
whenever they are using any of their non-Invisible abilities.

Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special
Abilities; Not Distinctive In Some Cultures); - 5 points

Social Complication: Sorcerer

An Invoker is considered a Sorcerer and are automatically suspect to the authorities;
they have to be very careful to avoid being Sanctioned. To represent this, an Invoker
should take the following Complication.